Finals finally over. Full Recovery from School! Genki Ippai! I'm gonna steal someone else's translations this time intead of doing it myself cuz I'm still kinda brainhurt from being sick. Here's last week.

Weiss Schwarz

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MK2/S19-031 R CH Anti-Phantom Thief Investigation Team, Saku
Green/Level:1/Cost:1/Triggeroul+1
Power:3500/Soul:1 <<Police>> <<Headphone>>
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[CONT] All of your other <<Police>> characters gain Power +500.
[ACT] [Put this card to Rest] Choose 1 of your characters with EXPERIENCE, or whose card name includes [Anti-Phantom Thief Investigation Team], and it gains Power +2000 for that turn.

Pretty good on Police being a 500 universal boost. Plus the bonus that the experience requirements don't actually have to be met to gain the power means a good number of cards can get an easy 2000 boost.

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SAO/S20-104 TD Kirito & Asuna
Blue/Level:3/Cost:2/Triggeroul+1
Power:10000/Soul:2 <<Avatar>> <<Weapon>>
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[CONT] During your opponent's turn, this card gains Power +1000.
[AUTO] When this card is Front Attacked, look at the top 1 card of your Deck, and put it to the top of the Deck or the Waiting Room.
[ACT] [(1)] This card gains Power +1000 until the end of your opponent's next turn.

Pretty solid Trial Deck 3. Very defensive card with 1000 on the opponent's turn and being able to pump it further for just 1 stock. Deck stacking before attacks is always useful as well.

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MK2/S19-061 U CH Anti-Phantom Thief Investigation Team, Kokoro
Red/Level:1/Cost:0/Trigger:None
Power:5000/Soul:1 <<Police>> <<Mask>>
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[AUTO] [(1) Put 1 card from Hand to the Waiting Room] When this card is put from Hand to the Stage, you may pay the cost. If you do so, choose 1 Character card whose Card Name includes [Anti-Phantom Thief Investigation Team] from your Waiting Room, return it to Hand, and this card gains Level +1, Power +500 for that turn.

Pretty good for retrieval. I guess the boosts are nice too, but they shouldn't be the primary objective.

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SAO/S20-102 TD CH <<Strategy Group>> Kirito
Blue/Level:2/Cost:1/Triggeroul+1
Power:5000/Soul:1 <<Avatar>> <<Weapon>>
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[CONT] All of your other <<Avatar>> or <<Net>> characters gain Power +1000.
[AUTO] When this card is put from Hand to the Stage, look at the top 1 card of your Deck, and put it to the top or bottom of the Deck.

Universal support to Nets and Avatars (all cards in the trial deck). Does well for stacking the deck too.

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MK2/S19-069 C CH Anti-Phantom Thief Investigation Team, Tsugiko
Red/Level:2/Cost:1/Triggeroul+1
Power:7500/Soul:1 <<Police>> <<Weapon>>
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[CONT] If you have other characters whose card name includes [Anti-Phantom Thief Investigation Team] in your Stage, this card gains Power +1000 and the following ability. [[AUTO] [(1)] When this card attacks, you may pay the cost. If you do so, choose up to 2 of your other <<Police>> characters, and they gain Power +1000 for that turn.

Does synergy with other cards of a similar subtitle. Not too bad considering that you only need 1 other character with the subtitle to gain the boost, which brings it up to vanilla power AND provides boosts to other Police characters.

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SAO/S20-T04 TD CH Answer To Proposal, Asuna
Yellow/Level:2/Cost:1/Triggeroul+1
Power:3500/Soul:1 <<Avatar>> <<Weapon>>
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[CONT] ASSIST All of your characters in front of this card gain Power +1000.
[AUTO] When this card is put from Hand to the Stage, reveal the top 1 card of your Deck. If that card is an <<Avatar>> or <<Net>> Character card, choose 1 of your characters, and it gains Soul +1 for that turn.

Quite a bit of supports in this deck, whether that's the intention or not. Soul boosting is always welcome.

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DC/W23-104 TD EV Awkward Everyday Life
Red/Level:1/Cost:0
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Look at up to the top 4 cards of your Deck, choose up to 1 <<Magic>> Character card, show it to your opponent and add it to Hand. Put the rest of the cards to the Waiting Room.

Starting Da Capo 10th Anniversary Mix. Magic is one of the huge traits in Da Capo. While it's only the top 4, it's also free to play, with no discard afterwards.......Oh god it HAS been 10 years @_@ so oooooooold

Except for maybe Ellery, this is probably the last of the cards with this subtitle, gaining a good boost to 9500 with another character of the same subtitle.

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SAO/S20-T08 TD CH The Couple's Child, Yui
Blue/Level:0/Cost:0/Trigger:None
Power:500/Soul:1 <<Net>>
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[CONT] ASSIST All of your characters in front of this card gain Power +500.
[ACT] [Put this card to Rest] Choose 1 of your characters whose card name includes [Kirito] or [Asuna], and it gains Power +500 for that turn.

Another assist as the level 0, gives 500 boost to Kirito or Asuna when needed, which can be important early-game.

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MK2/S19-027 RR CH Anti-Phantom Thief Investigation Team, Saku & Hirano & Tsugiko
Green/Level:3/Cost:2/Triggeroul+1
Power:9000/Soul:2 <<Police>> <<Weapon>>
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[CONT] If you have other characters whose card name includes [Anti-Phantom Thief Investigation Team] in your Stage, this card gains Power +1500.
[AUTO] When this card is put from Hand to the Stage, you may put the top 1 card of your Clock to the Waiting Room.
[AUTO] [(2)] When [G3's Day Off] is put in your Climax Border, if this card is in the Center Stage, you may pay the cost. If you do so, choose 1 Level 2 or below Character card from your Clock, put it in any Border of the Stage you wish, and this card gains Power +2000 for that turn.

I was wrong, they added all 3 of the others as a Level 3. Has the usual subtitle power boost, and can heal damage and throw a card on the field with climax synergy. Pretty awesome.

Little Busters Anime set previews starts with the big bro Kyousuke as a vanilla 0/0

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SAO-S20-101 TD CH <<Strategy Group>> Asuna
Yellow/Level:1/Cost:1/Trigger:None
Power:6500/Soul:1 <<Avatar>> <<Weapon>>
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[AUTO] This ability can activate up to 2 times in 1 turn. When you use an [ACT] ability, this card gains Power +1000 for that turn.

I forget whether there's much ACT abilities in this deck =_=. Regardless, it's pretty solid and can easily hit 8500 in those cases.

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DC/W23-026 RR CH My Feelings, Nanaka
Green/Level:3/Cost:2/Triggeroul+1
Power:9500/Soul:2 <<Music>> <<Magic>>
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[CONT] For every 1 of your other <<Music>> characters, this card gains Power +500.
[AUTO] [(1)] When this card is put from Hand to the Stage, you may pay the cost. If you do so, put all of your opponent's Stock to the Waiting Room, and your opponent puts the same number of cards from the top of his Deck to Stock.

NANAKAAAAAAAAAAAA! Perfect for a music deck, she gets Power +500 for every music trait on the field, for a top of 11500 without any assists or boosts. In addition, she can cause a stock shuffle on your opponent, which has a chance to throw climaxes into the stock, causing the opponent to have a harder time canceling damage.

Vanguard

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Conviction Dragon, Chromejailer Dragon
Gold Paladin/Abyss Dragon, Grade 3
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2) & Choose two of your <Gold Paladin> rear-guards, and retire them] This unit gets [Power]+10000/[Critical]+1 until end of turn.
[ACT](VC):[Counter Blast (1) & Choose a card named "Conviction Dragon, Chromejailer Dragon" from your hand, and discard it] Look at up to four cards from the top of your deck, search for up to two <Gold Paladin> from among them, call them to separate open (RC), and put the rest on the bottom of your deck in any order.

Pretty solid vanguard, though unfortunately not the cross-ride we were all hoping for. This is essentially a throwback to Phantom Blaster Dragon in his first ability and the Spectral Duke ride chain in the second.

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Blaster Dark Spirit
Shadow Paladin/Human, Grade 2
[AUTO] [V] [CB(1)] When this card is called from the deck to the Rear-Guard, you may pay the cost. If you do, choose an opponent's Grade 2 or lower rear-guard and retire it.
[AUTO] [R] At the end of the battle in which this card was attacked, retire it.
[CONT] This card also counts as a "Gold Paladin".

Using the anime of vanguard to bring the two Blasters back, they're 10k beatsticks. The biggest issue with them is that they'll end up dying at the end of battle if they're RG. In addition, the counting as both a Gold and Shadow Paladin means that certain abilities that want exclusion of non-clan cards will come into effect, such as Leader.
c/p it's the same card as Blaster Blade Spirit except with Blaster Dark. Also note that this does not count as "Blaster Dark" for purposes of naming, so things that want "Blaster Dark" don't accept this card.

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Blaster Dark
Shadow Paladin/Human, Grade 2
CONT](VC):If you have a card named "Blaster Javelin" in your soul, this unit gets [Power]+1000.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, choose one of your opponent's rear-guards, and retire it.

Part of the ride chain posted up a few posts, this is an Anime-style alternate art promo.

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Origin Mage, Ildona
Shadow Paladin/Elf, Grade 3
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose two of your <Shadow Paladin> rear-guards, and retire them] When this unit attacks, you may pay the cost. If you do, draw two cards, and this unit gets [Power] +3000 until end of that battle.
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power] +3000 until end of that battle.

A pretty old card, probably meant to update the lore. I kinda think this card is really mediocre given the cost. It's basically converting two rear-guards into possible guards in the hand for a counterblast.

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Nightmare Summoner, Raqiel
Pale Moon/Elf, Grade 3
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, this unit gets [Power]+5000 until end of that battle.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, choose up to one ≪Pale Moon≫ from your soul, and call it to (RC).

Magical Partner
Pale Moon/Elf, Grade 1
[AUTO](RC):[Soul Blast (1)] When this unit boosts a unit named "Nightmare Summoner, Raqiel", you may pay the cost. If you do, the boosted unit gets [Power]+5000 until end of that battle.

The +5k Limit Breaker for Pale Moons. The counterblast effect is also remeniscent of the Pale Moons' Soul call abilities.

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Kagero's ride chain, the Amber Dragons. While very aggressive leading up, the final part can put quite a bit of pressure on the opponent, being able to retire two rear-guards on hit.

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And lead of release day with Blaster Dark, the cover card and "Avatar" of Ren. The ablility follows the ride chain, while showing it's colors as a Blaster unit.